100 Blackboard Games

100 Blackboard Games PDF Author: Leslie Landin
Publisher:
ISBN:
Category : Blackboard drawing
Languages : en
Pages : 44

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Book Description

100 Blackboard Games

100 Blackboard Games PDF Author: Leslie Landin
Publisher:
ISBN:
Category : Blackboard drawing
Languages : en
Pages : 44

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Book Description


Who's in the Game?

Who's in the Game? PDF Author: Terri Toles Patkin
Publisher: McFarland
ISBN: 1476676917
Category : Games & Activities
Languages : en
Pages : 282

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Book Description
Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

Game AI Uncovered

Game AI Uncovered PDF Author: Paul Roberts
Publisher: CRC Press
ISBN: 1040025110
Category : Computers
Languages : en
Pages : 227

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Book Description
Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‐edge techniques from 22 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & All‐Stars Racing Transformed, DiRT: Showdown, and more. Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decision‐making architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches. This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea Schiel.

Using the Brain to Spell

Using the Brain to Spell PDF Author: Sally E. Burkhardt
Publisher: R&L Education
ISBN: 1607096986
Category : Education
Languages : en
Pages : 317

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Book Description
"Now I have the tools with [this] book to make [my students] more confident and love the language."--Keith Bauman, honors English teacher, The Villages Charter High School, The Villages, Florida.

Resource Catalog

Resource Catalog PDF Author:
Publisher:
ISBN:
Category : Early childhood education
Languages : en
Pages : 160

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Book Description
This catalogue of early childhood resources represents the current materials available from the Ohio Department of Education, Division of Early Childhood Education, Information Dissemination Project housed at the Central Ohio Special Education Regional Resource Center (COSERRC). These instructional and professional materials reflect a balance of items that will serve all children typically developing and those with disabilities, ages birth-age eight. The collection also contains resources relating to school-age child care programs.

Handbook of Recreational Games

Handbook of Recreational Games PDF Author: Neva Leona Boyd
Publisher: Courier Corporation
ISBN: 9780486232041
Category : Sports & Recreation
Languages : en
Pages : 146

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Book Description
18 categories of games ? pursuit and escape, throwing and catching, etc. ? with up to 59 games (plus variations) in a category.

Instructional Media

Instructional Media PDF Author: R. Lynne Ruben
Publisher: Kendall/Hunt Publishing Company
ISBN:
Category : Education
Languages : en
Pages : 492

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Book Description


Mathematical Circles

Mathematical Circles PDF Author: Sergeĭ Aleksandrovich Genkin
Publisher: American Mathematical Soc.
ISBN: 9780821890608
Category : Mathematics
Languages : en
Pages : 292

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Book Description
What kind of book is this? It is a book produced by a remarkable cultural circumstance in the former Soviet Union which fostered the creation of groups of students, teachers, and mathematicians called "mathematical circles". The work is predicated on the idea that studying mathematics can generate the same enthusiasm as playing a team sport - without necessarily being competitive. This book is intended for both students and teachers who love mathematics and want to study its various branches beyond the limits of school curriculum.

Catalog of Copyright Entries. Third Series

Catalog of Copyright Entries. Third Series PDF Author: Library of Congress. Copyright Office
Publisher: Copyright Office, Library of Congress
ISBN:
Category : Copyright
Languages : en
Pages : 1620

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Book Description


Clinical Rehabilitation Experience Utilizing Serious Games

Clinical Rehabilitation Experience Utilizing Serious Games PDF Author: Michael Lawo
Publisher: Springer
ISBN: 3658219572
Category : Computers
Languages : en
Pages : 243

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Book Description
This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.